Jump to content

Archived

This topic is now archived and is closed to further replies.

Flubsy

[CP] Izayoi Combo Thread 1.0

Recommended Posts

Some Normal mode FC combos:

2C > 6C > 236B-214A > 2B > 5C > sj.B > j.A > j.C > 5A > 5C > sj.B > j.A > j.C > 5A > 5C > 623B/C

4 stars, 27 meter, 3801 dmg

I could not do 623B > 214B > 623B ending for the above (not sure if it works or not but my execution is not there either way)

2C > 6C > 236B-214A > 2B > 5C > sj.B > j.A > j.C > 5A > 5C > 623C > sj.B > j.A > j.C > j.236C

6 stars, 27 meter, 3834 dmg

2C > 6C > 236B-214A > 2B > 5C > sj.B > j.A > j.C > 5A > 5C > sj.B > j.A > j.C > 5A > 5C > sj.B > j.A > j.C > j.236C

4 stars, 27 meter, 3866 dmg

12F FC punish fun :eng101:

Edit: fixed some random 6Cs... copy paste fail

Share this post


Link to post
Share on other sites

Guys, what are some ways of comboing into Crush Trigger? Only way I know is off of a throw in the corner. This is my combo in GA and it's probably far from optimal:

Throw > CT > 2C(1 hit) > 236C~6D > 2C > 236B~214A > 5C > 623C~D (4278 Damage / -2 Stock / -25 Heat)

Edit:

TransientFaith, you probably meant 5C in your combo (?). 5A > 6C doesn't link and 6C isn't jump cancellable.

Share this post


Link to post
Share on other sites
Guys, what are some ways of comboing into Crush Trigger? Only way I know is off of a throw in the corner.

3C CH (normal mode), 6C CH (normal/GA), and Phorizer CH > 214D.

The normal mode 6C FC is especially interesting because it gives you enough time to CT > 5D and then go for a GA combo. Probably massive damage if optimized.

Share this post


Link to post
Share on other sites
3C CH (normal mode), 6C CH (normal/GA), and Phorizer CH > 214D.

The normal mode 6C FC is especially interesting because it gives you enough time to CT > 5D and then go for a GA combo. Probably massive damage if optimized.

Damn, doesn't look like it'll be easy to hit confirm 3C CH and 6C CH unless it's a punish.

Share this post


Link to post
Share on other sites
Damn, doesn't look like it'll be easy to hit confirm 3C CH and 6C CH unless it's a punish.

Well, GA 6C is stupidly easy to confirm, and with the normal 6C you'll be able to confirm pretty early whether or not they walked into your invincibility. Plus normal 6C is a great punish to begin with.

Share this post


Link to post
Share on other sites

You could always just autopilot into the CT and hope it guard crushes if 6C doesn't FC, I guess.

While we're on the subject on oki it's also worth noting that GA forward dash j.C after any knockdown (6B, Strike Fall, Phorizer) always safejumps if you do it late enough. In fact I think it's sometimes better to go for Strike Fall ender rather than 6B since the former is emergency techable which means you typically either get a blue beat pickup or safejump their emergency tech.

Share this post


Link to post
Share on other sites
Anyone find ways to build 8 stocks?

All I found was able to find is CH 623C~214B > 236B~214B > 2B > 623B~214B > 623B

8 stocks isn't that hard but you usually need a good starter. There's the challenge mode combo for starters, throw 236b-214a 623c-214a 623b-214b 623b.

There's also stuff like FC 6c 236a 5b 6c 236b etc and in the corner you can just do 236b 623c 623b 623b..

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Share this post


Link to post
Share on other sites

I see so many combo in this thread. Could anybody please help me make a small list of only 4-5 combo for a starter to begin playing her?

I got the game today, and I think this character is what I like most. However, challenge mode combo seem bad in practice, so I want to know which 4-5 real practical combo should I learn first? Thank.

Share this post


Link to post
Share on other sites

Normal mode

5B/2B > 5C > 236B~214A > 2A > 5B > 623B~214B > 623B

This will get you 6 stars, if you use 5A or 2A starter I don't you can get the second 623B I haven't been able to land that off a 2A starter.

Gain art

5B > 5C > 236C~6D~214B > 5B > 5C > JC > JC > 236C~D or 236C~214D> JC > JC > 236C~214D > JC > JC >236C~D

I can't remember how many stars either version take but these are the mid screens I use, though for this one I notice 5C whifs sometimes after a GA dash JC I haven't found away around it yet.

Share this post


Link to post
Share on other sites

Challenge mode is actually pretty good at showing you some of the basic stuff you can get started with, in my opinion. The teleport cancels and pickup links from them seem like a pretty big part of her combo potential so I've been practicing those (it doesn't hurt that they look pretty sweet). I'm going to practice some of the things I'm seeing in this thread as most of the stuff I have come up with doesn't break 3K without a DD ender. Then again, I have yet to really dig into Gain Art combos.

One thing that I am curious about- I see a lot of normal mode air combos ending in j.C instead of j.236C (which I'm pretty sure adds 2 stocks to the Weave gauge). Is there any reason other than possibly giving the oppoent more air movement options that you'd want to stay away from Normal j.236C?

Edit- here's a throw combo I've been using. Probably nowhere near optimal but it's fairly practical for me:

Throw > 214B > 5C > 623C > j.B > j.C > j.236C (I've landed it with a jump cancel after the j.B allowing another j.B but most of the time, I whiff the j.236C, which is really bad...)

Share this post


Link to post
Share on other sites
I see so many combo in this thread. Could anybody please help me make a small list of only 4-5 combo for a starter to begin playing her?

I got the game today, and I think this character is what I like most. However, challenge mode combo seem bad in practice, so I want to know which 4-5 real practical combo should I learn first? Thank.

Normal Midscreen: Stuff > 236B > 214A > 2B > 5B > 623B > 214B > 623B

Normal Corner: Stuff > 236B > 214A > 2B > 5B > 623B > sj.B > dj.B > j.C > (j.D)

GA Midscreen: Stuff > 236C~6D > 214B > 5B > 5C > j.B > j.C > dj.B > j.C > j.236C > j.214D > j.C > dj.C > j.236C~D > (236236C)

GA Corner: Stuff > 236C~6D > 2C > 5C > j.B > j.C > dj.B > j.C > j.236C~D > 5A > 5C > 623C~D or 236236C

GA close to corner: Stuff > 236C~6D > 214B > 5B > 5C > j.B > j.C > dj.B > j.C > j.236C~D > 5A > 5C > 623C~D or 236236C

That's really all you need to begin with. You'll need to adjust some combos if you start with 5A or 2A.

For the 2B pickup after 236B > 214A, make sure you're doing the 214A as fast as possible.

One thing that I am curious about- I see a lot of normal mode air combos ending in j.C instead of j.236C (which I'm pretty sure adds 2 stocks to the Weave gauge). Is there any reason other than possibly giving the oppoent more air movement options that you'd want to stay away from Normal j.236C?

And yeah, the best thing about j.C besides the knockdown is that it chains into j.D and you can then GA j.C their wakeup.

Share this post


Link to post
Share on other sites

I haven't been seeing it in many combos, but for the most part after the j236C>D you land before the opponent and can follow up with a 5A>5C>623B>D if you don't want to use the meter for 236236C, then you can keep pressure by using j236D

Share this post


Link to post
Share on other sites

New GA corner combo:

5B > 236C~6D > 2C > 5C > 2C(1) > 623C > sj.C > dj.C > j.236C~D > 5A > 5C > 623B~D - 4449, 3 stars

Share this post


Link to post
Share on other sites
New GA corner combo:

5B > 236C~6D > 2C > 5C > 2C(1) > 623C > sj.C > dj.C > j.236C~D > 5A > 5C > 623B~D - 4449, 3 stars

Cute but a waste of stars. You'll do more with the standard 5C 2C loop.

Share this post


Link to post
Share on other sites
Cute but a waste of stars. You'll do more with the standard 5C 2C loop.

What's the loop? is it stuff > 236C ~ 6D > 2C > 5C > 2C (1) > 236B > 214A > 2C > 5C > ender? At least thats what i'm thinking of after watching some vids.

Share this post


Link to post
Share on other sites
What's the loop? is it stuff > 236C ~ 6D > 2C > 5C > 2C (1) > 236B > 214A > 2C > 5C > ender? At least thats what i'm thinking of after watching some vids.

I think he means 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > 6C > sj.C > dj.C > j.236C~D.

My only problem with that combo is that I couldn't manage to link Phorizer at the end without OD, so I was looking for the most damaging route that could end in Phorizer. But since you mentioned it, I found this, which is better than what I posted. Gives enough time for a Phorizer ender and is also really easy to perform:

XX > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > dj.B > j.C > j.236C~D

Share this post


Link to post
Share on other sites

It looks kinda weird but...If you are doing a GA corner combo and do Strike Fall > 5A > 5C > Justice Phorizer > D Mirage Thruster > Justice Phorizer, the second Phorizer will knock your opponent back into the corner so that you don't side switch.

Don't know how useful this is because if you are going for a double Phorizer your opponent will probably be dead anyways.

Share this post


Link to post
Share on other sites
I think he means 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > 6C > sj.C > dj.C > j.236C~D.

My only problem with that combo is that I couldn't manage to link Phorizer at the end without OD, so I was looking for the most damaging route that could end in Phorizer. But since you mentioned it, I found this, which is better than what I posted. Gives enough time for a Phorizer ender and is also really easy to perform:

XX > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > dj.B > j.C > j.236C~D

You can fit another 2c in there before the air combo. Adds a bit of extra damage and phorizer should still work.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×